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RedM Lantern Commands

Player commands

Registered when Config.PlayerCommands = true (the default). Useful mainly for binding your own keys through the client keybind menu — everything here can also be done with the prompts.

CommandDoes
/lanternStow, or take back out
/lanternplacePlace, or pick up when standing over one
/lanterncolourNext colour
/lanternbright 1Brighter. -1 dims

These are the only way to recolour a stowed lantern

/lanterncolour and /lanternbright work whatever state the lantern is in — in hand, on the belt, on the saddle. The hold-aim controls only work with it in hand.

Turn them off:

lua
Config.PlayerCommands = false

Admin commands

Server side. Need the rm_lantern.admin ace, or run them from the server console.

CommandDoes
/lanternclearRemove every placed lantern on the server
/lanterncountPrint how many are currently placed
cfg
add_ace group.admin rm_lantern.admin allow

The ace is lowercase, the folder is not

The resource folder is rm_Lantern with a capital L; the ace is rm_lantern.admin, all lowercase. They are genuinely different strings — copy the ace line exactly.

Tuning commands

Off by default. Only needed when fitting the lantern to a custom saddle or ped model.

lua
Config.TuningCommands = true

They are client side and cosmetic — a player using them only changes what their own client draws — but there is no reason to leave them in a player's command list on a live server.

CommandDoes
/lanterntuneKeep the lantern on the horse after dismounting, so you can walk around and look at it
/lanterntune offBack to normal
/lanternmove <side> <fwd> <up>Move it in horse terms, metres. The one to use
/lanternspin <pitch> <roll> <yaw>Turn it, degrees
/lanternnudge <x> <y> <z>Move it along the bone's own axes, metres
/lanternoffset <x y z pitch roll yaw>Set position and rotation outright
/lanternaxisWalk it along X, Y then Z so you can see which way the bone's axes point
/lanternresetUndo all tuning, back to config.lua
/lanternpoint <name>Switch attach point live: saddle, weightbag, horn, rear
/lanternbone <boneName>Try a different bone with the current offsets

Typical session

/lanterntune                  pin it so you can dismount and look
                              (mount, stow the lantern, get off)
/lanternmove 0 -0.2 0         nudge it 20cm toward the tail
/lanternmove 0 0.05 0         a little back the other way
                              (paste the printed line into config.lua)
/lanterntune off

Every command prints a ready-to-paste config line:

[rm_Lantern] Config.HorseAttachPoints.saddle = { bones = {...}, pos = vector3(0.200, 0.000, 0.000), rot = vector3(0.00, 0.00, 0.00) },

Two things to know

/lanternmove and /lanternnudge are relative

They stack on top of whatever is already applied, including the value in config.lua. Running the same move twice moves it twice as far. /lanternreset undoes the lot.

/lanterntune is not optional in practice. With the default KeepLanternOnHorse = false, dismounting pulls the lantern back to the rider and deletes the saddle prop — so you cannot stand back and see what you are adjusting. The other tuning commands switch it on for you.

More detail in Carrying & attach points.

Documentation for RedMorrow. Scripts are licensed per server — redistribution is not permitted.